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when lander lands wait for 2 ticks before it is moved to the top of the screen
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when lander is rested to initial position, it should first be invisible after 1 tick
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when lander is rested to initial position, it should first be invisible.
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after a succesfull landing, hide lander before pause.
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after landers lands succesfully wait for 10 tick before it is spawned
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every time a lander is spawned make sure it is invisible for the first 10 tics of existence
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new lander should be created invisible and set visible after pause
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when lander lands, set it to invisible
Code edit (1 edits merged)
Please save this source code
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set lander visibility to false before is paused.
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make sure lander does not show before it is spawned
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in this line: 'var newGravity = parseFloat(gravityTxt.text.split(': ')[1]) * 1.1;' Line Number: 141
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every 5 levels inctease y speed by 10%, and also update the mask value of gravity on this same 10%. Also reduce fuel by 50 units.
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asteroids should start spawning on level 3
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platform should start moving on level 2
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asteroids should start spawning on level 4
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Respawn lander 150 pixels lower
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Spawn lander 50 pixels lower
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Spawn lander 100 pixela lower
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On level 10 start and every 10 levels increase gravity. Also show a message on level start that reads: "Gravity Increased!". Should disappear after 1.5 seconds
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When garvoty increases show a message in the center of the screen that reads: 'Gravity was increased!" And also update mask gravity mask to show that 10% increase
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Every 10 levels increase gravity by 10%>
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Update safezone radius to 400
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Reduce spawn increase of asteriods on level progression
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Use a mask for the gravity display. 0.05 should be shown as 1.62.
===================================================================
--- original.js
+++ change.js
@@ -30,15 +30,22 @@
// Lander class
var Lander = Container.expand(function () {
var self = Container.call(this);
var landerGraphics = self.createAsset('lander', 'Player Lander', 0.5, 0.5);
+ self.spawnTimer = 10;
+ self.visible = false;
self.speedX = 0;
self.speedY = 0;
self.fuel = 500;
self.isThrusting = false;
self.isLanding = false;
self.update = function () {
- if (!self.isLanding) {
+ if (self.spawnTimer > 0) {
+ self.spawnTimer--;
+ if (self.spawnTimer == 0) {
+ self.visible = true;
+ }
+ } else if (!self.isLanding) {
self.x += self.speedX;
self.y += self.speedY;
if (self.isThrusting && self.fuel > 0) {
self.speedY -= 0.2; // Thruster effect
@@ -56,9 +63,8 @@
thruster.visible = self.isThrusting;
};
self.land = function () {
self.isLanding = true;
- self.visible = false;
var landedLander = game.addChild(new LandedLander());
landedLander.x = self.x;
landedLander.y = self.y;
landedLander.destroyAfterOneSecond();
@@ -138,19 +144,8 @@
levelTxt.setText('Level: ' + self.currentLevel);
platform.startMoving(self.currentLevel);
isPaused = true;
pauseTimer = 60;
- // Create a new invisible lander
- var newLander = game.addChild(new Lander());
- newLander.visible = false;
- newLander.x = 1024;
- newLander.y = 250;
- newLander.speedY = 0;
- newLander.isLanding = false;
- // After the pause, make the new lander visible
- LK.setTimeout(function () {
- newLander.visible = true;
- }, pauseTimer * 1000 / 60);
};
});
// Asteroid class
var Asteroid = Container.expand(function () {
@@ -418,11 +413,13 @@
// Game tick update
LK.on('tick', function () {
if (isPaused) {
+ lander.visible = false;
pauseTimer--;
if (pauseTimer <= 0) {
isPaused = false;
+ lander.visible = true;
}
return;
}
if (!isGameOver) {